Tuesday, March 16, 2021

At last, there is peace.

I did all the stuff I wanted to do last night, and it meant nothing. Closure, I guess? And a waste of money!
 
Return to El Havan and take the ship north. The giant gates can now be opened and reveal three Goddess Statues. Place the Rings of Fire, Water, and Life on them, in any order, and a black portal opens up in the back of the room. Enter it, and more SNES CGI will tear your screen as the party is warped to the Demon World. Martha talks to us once more and resigns herself that we're here. She then wishes us luck and sends us a Sage's Stone. The Stone can be used in battle to heal the whole party a decent amount of health. I didn't figure out how to use it until the final battle, where it performed admirably.

We land west of a desert maze on the world map. The bottom path takes us to the city of Jahanna, the last refuge in the game. The citizens talk about being saved by Martha: transformed to humans and protected by the waters she's summoned around the town. More importantly, here's the final weapons and armor shop of the game. It's all incredibly pricey, made worse by the fact that mobs drop almost no gold in this world. 400 a battle is lame! I focused on armor because the world map battles were beating me up every few steps.

Seriously, the world map is the hardest dungeon in the game! Dragons, Ogres, and Machines, oh my! Fortunately, Enix cares about its fanbase and allows us to Return to Evil Mountain once we've stepped foot in the place. The monsters in here are easier than they are outside. Some we've seen before, and others are new. Maybe it's because of all the leveling up we get down here, but I had a slight breeze getting through here.
The first floor has us avoiding spiky floors. RPGClassics suggests casting Stepguard and walking over them, which would be a lot faster than how I did it.
Floor two is a maze. Some of the offshoots lead to treasures, others to mimics, and some to nothing.
Floor three has us on a cliff. It's straightforward enough. There's another small maze between here and what appears to be the top of the mountain.
And at the top, we finally meet our mother. She's absolutely thrilled to see him and hold him for the first time in thirty years. She then tries to ruin Alus' legend by sealing Mildrath, turning on her "boss," I guess. The game isn't clear what she does for the guy, but she seems to have some role. Demons were guarding her as we approached. Her powers, as great as they may be, are not enough to stop Mildrath's evil. Martha is struck by lightning and dies. Abel has now seen both of his parents killed before him... But he then sees his parents get back together. The spirit of Papas comes down and tells his wife that it's time to let the kids do their work. They both have total faith in their descendants.

Martha joins the party as a disembodied voice and guides us through the next portion. Just below her is a cave filled with treasure. It also houses the Key Item we need, the Holy Chamberpot. To reach it, you need to figure out the Pokemon/Sylph Co. floors. It's easy enough. You also gain Abel's best headgear, the Sun Crown, alongside the Pot.

Exit that cave and go south into another. Martha tells us to pour the Chamberpot onto the lava, and the way forward appears. Down it is another maze. Don't fall into any of the pitfalls, but make your way to the northwest. This leads to one of those '90s sliding puzzles, where you can move one piece at a time. You only have to move four (on the left side), and I didn't get into any fights. Don't fall into the holes that exist for some reason. Once you get to the door, follow the ledge, enter the neat chamber room, and try to open the chest. The chest will alert two mobs on the otherside of the door, who aren't hard. The Hellbattlers are a joke compared to everything on the Demon World Map. Behind them, though, is the final room in the game that contains only the final boss, Mildrath.

Mildrath is the typical 90's, RPG boss. He thinks he's a god. He hates us. Blah Blah Blah
Round one exists to weaken us. You can buff up, but I probably shouldn't have. It just spent much needed MP. After he beat him, he congratulates us and says he now has to use his full power!
Round two is more a puzzle. Mildrath's actions are scripted and will use the same attacks in a row in a six turn order. His actions, and your actions, should be as such.
Round one: He will breathe fire. Everyone should parry.
Round two: He will crit a character. No one died for me, but it's worth being wary of. I had Able use the Sage's Stone, which heals most, if not all, the damage the breath attack did. Alus should attack, and Tabitha should use Bikill on him.
Round three: He will cast Blazemore, hitting one character for decent damage. If your characters have enough HP, ignore it. Abel can either heal or attack. Alus should attack, and Tabitha should either cast Bikill on Abel or switch out to whoever has the highest attack power.
Round four: He does nothing but will prepare an attack. If you have enough HP, everyone should attack.
Round five: He casts Explodia. Everyone should parry.
Round six: He removes all buffs. Sage's Stone/attack/Bikill Alus
Repeat for an hour. There's probably a faster way, but I never had any problems with this strategy. It took a while, especially since I stopped Bikilling for awhile and just let Able, Alus, and Boro attack. A part of me wishes I would have gotten the Falcon Sword for Pippin and let the random dude kill Mildrath, but, as it was, our good kitty, Boro,k got the last kill with a 50 damage bite. To sum up: Able should use the Sage's Stone or Healall a lot/ Alus should attack, and Tabitha should buff/switch. Defend when obvious.

Mildrath then fades away, with us as the victors. The next scene has us in Zenithia talking to Dragon Master. He becomes emotional, blaming it on being a human for so long, and tells us we should see our friends before we celebrate!
He flies us to El Havan, where the Elders tell us more about Martha.
Reinhardt, where we buddy up with Henry, and Maria tells us how she feels about Bianca. Dale wishes we should stay here, but we have a kingdom to rule, as well.
Santa Rosa is restored. We talk to the priest, see our old house in inhabitant, and speak to the old acquaintances.
Salabona is where we talked to Ludman, who really wishes Abel married Flora. Flora and Andy are so happy for us.
We see Bianca's dad before leaving him to rot in this nameless village.
At last, we return to Granvania to dance and enjoy our family life, as well as the peace we all fought for.
Castle Zenithia floats around the world map as the credits roll, and, eventually, we see some wonderful words that everyone loves to see.

"The End"

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